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About Wesley FurfootMale Wizard(conjurer) 5/Collegiate Arcanist 1
Background:
Wesley was born of divine parents and, because celestials come in different sizes, this smaller aasimar was sent to Golarion to help the oppressed hobbits. Working for the Flower network, Wesley spent the early part of his career working to free hobbit slaves. The small agent had the ability to shift through space, often using this ability to pop through portals and into cells. He smuggled many an enslaved hobbit out in his magic bag. With his magic bag given to him by his mother, Wesley has accumulated a massive collection of useful things to help out in many dangerous situation. After Wesley heard of the legend of the lost servants of Orcus, he has journeyed to ensure that this great evil is ended for good. Defense/Offense:
DEFENSE -------------------- AC 14, touch 14, flat-footed 11 hp 38 (6d6+6CON+6FC) Hp rolls: 6,4,4,4,4,4 Fort +2, Ref +4, Will +7 .-------------------- OFFENSE -------------------- Spd 20 ft. Melee Small Morningstar +4 (1d6+1) x2 B/P Range = +6 (by spell) -------------------- STATISTICS -------------------- Middle-aged Str 12, Dex 16, Con 12, Int 21(23), Wis 14, Cha 8 Base Atk +2; CMB +2; CMD 15 Feats:
Spell Focus (Evocation) (1st), Scribe Scroll (1st class bonus) Spell Specialization (Evocation=Fireball)(3rd) Scholar (5th), Spell Mastery (5th class bonus) Traits:
Slippery (+1 Stealth and Stealth is class skill) Pyromancer (+1 per die fire damage) Skills:
7/level +1(Kn:nature from headband) Acrobatics +1 Appraise +10 (1 rank + 6INT + 3CS) Bluff -1 Climb +1 Disable Device N Disguise -1 Perception +8(6 ranks) +10 w/ familiar Ride +10 (4 ranks +3DEX +3CS) Sleight of Hand +3 Stealth +22 (6 ranks, +3 Dex, +4 size +3 CS, +1 trait, +5 cloak) Use Magic Device N Spellcraft +15 (6 ranks + 6INT +3CS) Know (Nature)* +15 (6 ranks + 6INT +3CS) Know (Arcana) +14 (6 ranks + 6INT +3CS) Know (Dungeoneering) +10 (1 ranks + 6INT +3CS) Know (Local) +10 (1 ranks + 6INT +3CS) Know (History) +10 (1 ranks + 6INT +3CS) Know (Geography) +10 (1 ranks + 6INT +3CS) Know (Engineering) +10 (1 ranks + 6INT +3CS) Know (Nobility) +10 (1 ranks + 6INT +3CS) Linguistics +15 (6 ranks + 6INT +3CS) Spells Known:
Opposition Schools=Necromancy and Abjuration O - All 1 - Magic Missile; Grease; Summon Monster 1; Protection from Evil; Shield; Enlarge Person; Reduce Person; Burning Hands; Expeditious Reteat; Mage Armor; Produce Flame 2 - Summon Monster 2; Scorching Ray; Mirror Image; Web 3 - Summon Monster 3; Fireball; Haste Spells Memorized:
X=used 0 - 4: Message, Prestidigitation, Mage Hand, Acid Spray 1 - 5+D: Grease (D), Grease, Burning Hands, Burning Hands, Mage Armor, Magic Missile, Reduce Person 2 - 4+D: Summon Monster 2(D), Summon Monster 2, Summon Monster 2, Summon Monster 2, Web, Web 3 - 2+D: Summon Monster 3 (D), Fireball, Fireball, Fireball scrolls:
500gp 1 - Reduce Person x1, Mage Armor x2, Comprehend Languages, Protection from Evil x4, Enlarge Person x3, Shield x2, Expeditious Retreat x2 2 - Mirror Image 3 - Haste Conjuration (Teleportation) Arcane School:
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Summoner's Charm (Su)
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Dimensional Steps (Sp)
Aura of Good (Ex)
Halcyon Magic (Su)
-------------------- Magical Gear:
Type 1 bag of holding (2500) ancestral Headband of Intellect (+2 Int) (4000) Rod of lesser metamagic Disruptive (3000) Cloak of Elvenkind (2500) Gear in Type 1 Bag of Holding:
•2 bedrolls .2 gp 10 lb •hooded lantern 7 gp 2 lb •4 pints of oil 4 sp 4 lbs •crowbar 2 gp 5 lbs •5 pitons 5 sp 2.5 lbs •grappling hook 1 gp 4 lbs •500-foot hemp rope 10 gp 100 lbs •3x chalk 3 cp •10-foot pole 2 sp 8 lbs •caltrops 1 gp 2 lbs •hunting knife 2 gp 1 lb •whestone 2 cp 1 lb •shovel 2 gp 8 lb •hammer 5 sp 2 lbs •2 square yards canvas 2 sp 2 lbs •fishing line and hook 1 sp •flint and steel 1 gp •iron pot 5 sp 10 lbs •tent 10 gp 20 lbs* •waterskin 1 gp 4 lbs •5x candles 5 cp •5x tindertwigs 5 gp •ink 8 gp •pen 1 sp •50 sheets of parchment 10 gp •sealing wax 1 gp 1 lb •signet ring 5 gp •soap 5 sp 1 lb •steel mirror 10 gp .5 lbs •bell 1 gp •1 flask holy water 25 gp 1 lbs •sunrod 2 gp 1 lb •wooden holy symbol 1 gp small folding chair small folding desk 200 lbs 105.2 gold Smoked fish 10 lbs Spellbook 30 days of halfing trail rations 15lbs 60gp 2 adventure chronicles +2 bonus to Know: Arcana and Know: Dungeoneering Gear on Riding Dog:
Full Mount Gear •light warhorse or riding dog 150 gp •leather barding Small 10 gp 15 lbs •bit and bridle 2 gp 1 lb •military saddle 20 gp 30 lbs •saddlebags 4 gp 8 lbs •7 days' feed 3.5 sp 70 lbs Total Cost: 186.35 gp Mount's Load: 114 lbs Riding Dog named Bill:
This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest. Riding Dog CR 1 XP 400 N Medium Animal Init +2; Senses low-light vision, scent; Perception +8 Defense AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 Offense Speed 40 ft. Melee bite +3 (1d6+3 plus trip) Statistics Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Familiar:
Dinosaur, Compsognathus This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail. Compsognathus CR 1/2 N Tiny animal
DEFENSE
OFFENSE
STATISTICS Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
SPECIAL ABILITIES
Poison (Ex)
Environment temperate or warm forests or plains
The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds. These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Aasimar abilities:
Standard Racial Traits
Scion of Hobbitfolk: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (hobbit) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for hobbit without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Size: Wesley is a small creature Speed: Wesley has base speed of 20 feet. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits
Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Senses Racial Traits •Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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